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Trolls in Loaerth & Feywyrd

As promised in yesterday’s overview of the races in Loaerth & Feywyrd, today we will take a closer look at trolls.

Trolls in Loaerth & Feywyrd are intelligent, playable humanoids and quite different from the creatures of the same name in the Savage Worlds Explorer Edition core book. Through out this article you will see how the troll concept evolved. The artists Rob Torno & Matt Lichtenwalner and I passed around concepts for a few weeks before settling in on the final concept (at the bottom).

Introduction

Early Concept by Matt Lichtenwalner

The trolls of Loaerth largely moved out of the city a century or so ago after a great fire burned the infamous Troll Ghetto to the ground. They have since created a few scattered settlements along tribal lines. Most of these villages are hidden away in valleys rarely traveled by city folk and far from the noisy railways. Along the frontier, it is not uncommon for them to be seen traveling in small groups, or as mercenaries in the employ of wealthy frontiersmen.

Physical Appearance

Trolls stand head and shoulders above humans and elves, and often are twice the height of dwarves. They resemble orangutans of the Known World, but stand upright on strong three toed feet. Trolls are capable of running on all fours when there is a need for such speed.

Their bodies are covered in a soft, short haired coat of fur that ranges in color from white, browns, to deep black. Their fur grows long along the forearms, along the crown of their heads and down their backs and lower torsos.  Although their fur keeps them warm at temperatures considered chilly by human standards, trolls nevertheless enjoy wearing brightly colored tunics, togas, or other clothing in styles that do not limit movement.

Male and female trolls are of similar height, although the males tend to be heavier and often grow braided beards as a sign of cultural respect or to show off some specific achievement. Troll females are known for their exotic and artistic furbrands, a type of tattoo that is burned into their coat.

Culture

Troll Concept by Rob Torno

Generally trolls are a quiet, thoughtful folk who are slow to anger. An angry troll is likely the last troll you’ll see before being clobbered; their great size can never be overlooked. Trolls frequently seek employment from merchants looking for protection while traveling, or from adventuresome explorers venturing our to the frontier in the hopes of finding lost riches or new veins of Dwarven Coal. They are also as smart as they are strong, and many trolls can be seen as gatekeepers, riddle masters, or even advisers to the human nobles of Loaerth.

Trolls are known for two exceptional art forms: howlsongs and troll quilts. Their cultural traditions play well into each. Howlsongs are a type of arcane ritual that can have powerful effects if the troll signing them is skilled enough. Troll quilts are the closest thing trolls have to written histories – each quilt describes something specific, and each patch reflects an individual troll’s view of it. Since the fey have returned, some troll quilts are rumored to have regained long lost magical qualities that had been lost for centuries.

Trolls, unlike dwarves, have a unique language that has never gone out of use: Trollspeak, or “Gua’Na”, is their native tongue. Most of them also speak Common.

Unlike the other races of Man, the trolls tend to keep an oral, as opposed to written, history. Their deep oratory traditions have made them masters of riddles and rhymes. It also has caused the troll people to be fractured for centuries into a dozen or more tribes who frequently have disputes about their history and culture, as well as land and property rights.

Player Character Traits

Troll Concept by Matt Lichtenwalner

Size +1: Trolls are a full head and shoulders about humans in height.

Troll Might: Despite their lanky appearance, trolls have the strength of orangutans and other primates. Trolls start with a d6 in Strength attribute instead of a d4.

Fleet-footed: Troll lower bodies are built for speed. They all start the game with the Fleet-footed edge.

Oral Tradition: All trolls practice a tradition of oral histories, rhymes, riddles, and (best of all) gossiping. They therefore receive a +2 bonus to all Common Knowledge skill checks regarding anything in the Known World. *

Illiterate: Trolls do not have a written language, nor do teach their young how to write in Common or any other language for that matter. All troll PCs start with the Illiterate hindrance. Those who raise their Smarts attribute to at least a d6 will loose this hindrance once they become Seasoned as they will have learned to read by that time. PC trolls who raise their starting Smarts attribute to d8 do not start with the Illiterate hindrance.

All Thumbs: Trolls are not particularly handy when it comes to using or repairing Dwarven Coal powered or other mechanical devices, thus they start with the All Thumbs hindrance.

Ancestors of the Ghetto: Most trolls are descendants of the those who previously lived in the Loaerth Troll Ghetto. Others come from impoverished wilderness tribes. In either case, all troll PCs start with the Poverty hindrance.

Blood-oaths: Trolls all have a long memory of the wrongs done to them and frequently incorporate them into their own personal oral stories for others to hear. If the wrong is done to them, or to a family member, friend or person they respect, they will swear a blood-oath and thereafter stop at nothing to right that wrong. All trolls start with the Vengeful (Major) hindrance as a result.

Racial Hindrances

The Loaerth & Feywyrd Troll, by Rob Torno

These optional Hindrances are only available to troll characters.

Grumpy Old Troll (Major)

Trolls with this hindrance are constantly muttering and complaining about their current situation and how horrible it is (even if there is nothing wrong). They suffer a -2 penalty to their Charisma and suffer a -2 penalty on all Stealth rolls that require silence. In addition, an added -2 penalty to Charisma and Stealth applies for each Fatigue or Wound the troll suffers up to a maximum of -8.

Racial Edges

These optional Edges are only available to troll characters.

Befuddling Tongue Requirements: Novice, Troll, Spirit d8 Masters of rhyme and riddle, some trolls have a natural way with words that can befuddle and confuse anyone listening. Trolls with this Edge add +2 to their Charisma when attempting a Persuasion roll. If successful, the persuaded character also suffers a -2 penalty on Notice checks for 3d6 minutes while they try to figure out exactly what it was the troll said.

Magnificent Charge Requirements: Novice, Troll, Agility d8 Some trolls have mastered how to use their body to execute a powerful charge in combat. Since the charge requires them to run on all fours they can not be carrying anything in either hand during the attack. If they move at least 6″ in a straight line during the charge, they add +2 to their damage roll with a successful Fighting attack.

Improved Magnificent Charge Requirements: Veteran, Magnificent Charge, Troll, Agility d8, Strength d8 This edge increases the Magnificent Charge damage bonus to +4.

Additional Content for Savage Worlds Coming Soon

Troll Color

Troll in Color, by Rob Torno

This is just a sampling of what trolls have to offer. In the upcoming Loaerth & Feywyrd Campaign Setting for Savage Worlds, you will also find more details about

  • Arcane Background (Howlsong),
  • Troll Quilts
  • a full list of different Troll Furbrands
  • a half-dozen more troll racial edges and hindrances
  • troll pre-gen characters
  • troll NPCs

Let us know what you think! Until the Loaerth & Campaign Setting for Savage Worlds goes into final drafting, everything is considered BETA. How does this race stack up? Do want to see more? Of the eight player races we’ve already previewed, which one would you like to see more details about? Leave a comment and let us know how we are doing!

Written by Jonathan Jacobs, Edited by Cassey Toi, Artwork by Matthew Lichtenwalner and Rob Torno.

* Thanks to razorwise for the excellent suggested change to Oral Traditions.

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